The module is broken if the characters lack water breathing. Similarly, 75% of the module is thrown away if you resurrect the NPC that is dead.... simple loopholes in the modules that could have been addressed with some playtesting.

Really enjoyed this adventure, the content was great and the scaling options were really well done. The mechanics of the island force my notoriously slow group (not a bad thing) to pick up the pace and play a little differently differently. Could easily be fit in to almost any campaign.

I'm DMing STK for a group of 11-year olds (most brand new to D&D). Chapter 3 was a little too open-ended for them, so to help them with where to go and what to do, I found a few modules to help guide them around the north and give them more things to do.

The kids loved Traavok's Lair. They had a lot of fun and it was a great resource for me (a new DM as well).

I played this breezy adventure with my group and had fun. It serves as a nice introduction to D&D 5e and is especially kid-friendly unlike most other modules on this website. I like the cute, fairytale styled art. If you are looking for a nice adventure for new players and/or children, get this one.

This is a short, sweet, and simple adventure, designed to be inserted into an existing campaign or used as a one-shot. Several hooks are provided for the DM to bring the characters into the events of the story and there are enough twists to keep the players engaged and guessing until the true villain is revealed. A robust conclusion section offers a few potential places that the story can go after resolution, and a follow-up adventure is advertised in the back of the book.

This is a very innovative adventure with well designed NPCs and social encounters. Combine that with the fact that 100% of the profits from this adventure are donated to ExtraLife, and this is a no-brainer purchase. Nice work, Chris!

I ran this with a 3-person group of level 2 PCs, and they really enjoyed it, as did I as the DM. It was very easy to modify small parts of it to fit in my own setting.

(Spoiler Warning)

In terms of in-depth review, the one complaint my players had was that the combat was wanting for variety: The first combat is a swarm of twig blights, which I admit I inflated the difficulty of by giving each twig blight 11 HP instead of 4 HP, when I mixed up HP and Initiative. That said, they managed to survive the battle with a satisfying challenge, although it was lengthy. The reaction my players had was that the subsequent battle with the Gulthias Tree does not offer a suitably varied experience compared to the first battle with the Twig Blights. Another concern they had was that the encounter with Hunter the Sprite was not as productive or 'vital' as they had hoped (the party's Shadow Monk instantly killed Hunter with a counterattack after dodging the poison arrow, so I believe that's more the party's fault than anything).

As the DM, I had a lot of fun managing this adventure, and seeing the player's reactions to the different NPCs. A personal highlight was that the moment Manfred uttered "You belong to me, Erin," the entire party visibly recoiled with disgust. Not that I like making my party feel squeamish or outraged, but it's great to be able to present a morally repugnant villain that elicits such a strong, unified response from my players without going overboard on repugnant or 'shocking' material: All it took was five words, and Manfred became a more memorable villain than the necromancer those same players had defeated in a previous session: If that isn't a testament to your skills as an author, I don't know what is.

Played this and had an absolute blast. There's more role-play and improvisation, but with a good DM (the DM running it was great) it's a very memorable adventure that I can't wait to run. The DM running it also donated a $10 for every thousand gold pieces the players earned to Extra Life.

Most one-shots end up being two-shots with my play groups, but this is a compact story that has action, roleplay, basically everything you want from an adventure. The PDF is the same quality as the ones WotC publishes, stylish with art, proper formatting, and detailed descriptions of each encounter that provide a number of common ways players may react to a given situation.

Not wanting to give away too much, there's a very cool twist in this adventure that will blow players' minds. Check it out!

This is a great supplement with lots of good ideas. I tweaked some of the wording on the spells to fall in line with some of the standard mechanics of 5E spells, just for the sake of simplicity, but the concepts are great and the balance seems good.

D&D is surprisingly lacking in water-based spells, and this really helps flesh it out.

This provides an excellent framework for coming up with a race for D&D. A wide variety of features are included, but even going beyond those the techniques described let you get a handle on what ought to be reasonably well balanced within the game. I've enjoyed reading it, and using it for my own homebrew content. Really useful.